Video game characters having evolving traits

ABSTRACT

A server-based video game system maintains a number of video game characters having computer-simulated genetic (“digenetic”) structures that prescribe a number of physical and cognitive performance traits and characteristics for the video game characters. The system allows end users to establish remote online access to the game characters (via, e.g., the Internet). The results of competitions and training activities are based upon the game characters&#39; digenetics, the conditions of the game environment, and the game characters&#39; current levels of physical and cognitive development. The game characters&#39; performance capabilities and cognition are updated continuously in response to the results of competitions and training activities. Competition and training results can be processed by the game servers and transmitted to the end user presentation devices for graphics rendering. In this manner, the video game system need not be burdened by network latency and other delays. The game system also supports game character breeding; game character evolution based upon the digenetics; and game character buying, trading, selling, and collecting.

RELATED APPLICATION

[0001] This application is related to U.S. patent application Ser. No.______, titled “Interactive Video Game System with Characters thatEvolve Physical and Cognitive Traits,” filed ______.

FIELD OF THE INVENTION

[0002] The present invention relates generally to video gaming systems.More particularly, the present invention relates to a video gamecharacters having physical, emotional, and cognitive traits anddigitally represented genetic characteristics.

BACKGROUND OF THE INVENTION

[0003] The prior art is replete with stand-alone video game systems,personal computer (PC) video games and simulation programs,network-based interactive game technologies, handheld computer games,and the like. Many conventional video game systems utilize complexbranching programs that dictate the conduct of game characters and theoutcome of game situations in response to the current status of specificoperating parameters. Traditional role playing games allow a user tocontrol the development of a game character in response to specificqueries, options, decisions, and interaction with other characters. Manyvideo game programs are episodic, i.e., the game continues so long asthe game character “survives” and progresses through various stages ofthe game. Other video games feature game characters having specific andpredetermined characteristics and programmed behavioral responses.

[0004] A number of prior art simulation programs allow end users tobreed and care for virtual pets, animals, or other characters. Otherknown game systems utilize simulation algorithms and/or artificialintelligence techniques that determine how a computer-generated gamecharacter responds to (and learns from) different game situations andconditions. However, most of these programs merely operate in accordancewith specific instructions and decisions. In other words, the virtualcharacters in these programs do not live and react according to a set oftraits, physical characteristics, or cognitive or emotionalcharacteristics. Rather, the virtual characters respond in a restrictedmanner based upon particular user inputs and game parameters.

[0005] With few exceptions, prior art video game systems are deficientbecause they do not feature game characters that evolve, learn fromexperience, age, and/or function in accordance with a number ofdifferent traits. With few exceptions, prior art game systems do notutilize game characters having “genetic” structures that affect themanner in which the game characters (whether user-controlled orcomputer-generated) react to the gaming environment. In addition, mostprior art gaming systems do not allow end users to breed, develop,train, and compete their game characters over time.

BRIEF SUMMARY OF THE INVENTION

[0006] The present invention provides an improved video game system andarchitecture that utilizes game characters having evolutionarycapabilities. Unlike prior art game systems that are programmed togenerate predetermined results according to specific game conditions, asystem according to the present invention employs evolutionarycomputation techniques in connection with the behavior and capabilitiesof the game characters. In one practical embodiment, each game character(“digenome”) has a unique digital genetic (“digenetic”) structure thatprescribes the physical capabilities, emotional characteristics,cognitive characteristics, physical appearance, and/or other traits ofthe game character. The digenetics of a game character can alsoinfluence levels of expertise, training, and physical and mental prowessexhibited by the game character during its life in a persistent gamingenvironment.

[0007] In the context of a preferred network-based implementation of thepresent invention, each game character or digenome “lives” in apotentially perpetual universe maintained at one or more centralizedservers. The performance characteristics, appearance characteristics,physical capabilities, and cognitive characteristics of the digenomes(which are preferably updated over time) are stored at the server level.The digenetic patterns of the digenomes are stored in a secure manner atthe server level. In this manner, end users can interact with thevirtual and perpetual gaming world in a remote manner via, e.g., theInternet. The server-based game system simulates the development of thedigenomes, competition results, and evolution of digenomes by processingthe current digenetic data, digenome characteristic data, gameenvironment data, and other data that may be updated continuously overtime.

BRIEF DESCRIPTION OF THE DRAWINGS

[0008] A more complete understanding of the present invention may bederived by referring to the detailed description and claims whenconsidered in conjunction with the following Figures, wherein likereference numbers refer to similar elements throughout the Figures.

[0009]FIG. 1 is a schematic representation of a network-based video gamesystem according to the present invention;

[0010]FIG. 2 is a schematic representation of a game server architecturesuitable for use in a video game system according to the presentinvention;

[0011]FIG. 3 is a diagram of a modeled genetic structure for a gamecharacter;

[0012]FIG. 4 is a graph showing an example developmental curve for atrait associated with a game character;

[0013]FIG. 5 is a flow diagram of a game character breeding process;

[0014]FIG. 6 is a flow diagram of an example video game process;

[0015]FIGS. 7 and 8 are flow diagrams of game character competitionprocesses; and

[0016]FIG. 9 is a flow diagram of a game character training process.

DETAILED DESCRIPTION OF A PREFERRED EMBODIMENT

[0017] The present invention may be described herein in terms offunctional block components and various processing steps. It should beappreciated that such functional blocks may be realized by any number ofhardware components configured to perform the specified functions. Forexample, the present invention may employ various integrated circuitcomponents, e.g., memory elements, digital signal processing elements,logic elements, look-up tables, and the like, which may carry out avariety of functions under the control of one or more microprocessors orother control devices. In addition, those skilled in the art willappreciate that the present invention may be practiced in conjunctionwith any number of video game platforms and program genres and that thesystem described herein is merely one exemplary application for theinvention.

[0018] It should be appreciated that the particular implementationsshown and described herein are illustrative of the invention and itsbest mode and are not intended to otherwise limit the scope of theinvention in any way. Indeed, for the sake of brevity, conventionaltechniques for signal processing, data transmission, evolutionarycomputation, video graphics generation, and other functional aspects ofthe systems (and the individual operating components of the systems) maynot be described in detail herein. Furthermore, the connecting linesshown in the various figures contained herein are intended to representexemplary functional relationships and/or physical couplings between thevarious elements. It should be noted that many alternative or additionalfunctional relationships or physical connections may be present in apractical embodiment.

[0019] General System Environment

[0020]FIG. 1 is a schematic representation of a video game system 100 inwhich the techniques of the present invention may be implemented. System100 is suitably configured to maintain a centralized and server-drivenvideo game environment that can be accessed by any number of remote endusers. System 100 is depicted in a generalized manner to reflect itsflexible nature and ability to cooperate with any number of differentcommunication systems, service providers, and end user devices. Thisdescription may use the term “digenome” to refer to a game charactersupported by system 100, whether user-controlled or computer-controlled.In a practical computer or video game implementation, the simulatedgenetic composition of a game character can be realized in an electronicor digital manner. Accordingly, this description may use the terms“digital genetics,” “digenetics,” or “digenetic” to refer to thesimulated genetic code, pattern, composition, or structure associatedwith a game character supported by system 100.

[0021] System 100 may include any number of end user presentationdevices 102, each preferably having an associated display element, thatcommunicate with at least one service site 104. Service site 104preferably includes a number of game servers 106 configured to supportthe features and functionality described herein and at least onedatabase 108 in communication with servers 106. In the context of apractical implementation, service site 104 may include a firewall server110 that functions to securely isolate and protect servers 106. Servicesite 104 may also include other suitably configured servers (not shown),including, without limitation, a web server, a file transfer protocol(FTP) server, electronic commerce servers, and a simple mail transferprotocol (SMTP) server. These additional servers, along with theircorresponding features and functionality, are generally represented inFIG. 1 by the “commerce, messaging, and other applications” block 112.Although depicted as though game servers 106 (and other serversassociated with service site 104) are commonly located, video gamesystem 100 may utilize a distributed server architecture in which anumber of servers communicate and operate with one another even thoughplaced in different physical locations.

[0022] As used herein, a “server” refers to a computing device or systemconfigured to perform any number of functions and operations associatedwith video game system 100. Alternatively, a “server” may refer tosoftware that performs the processes, methods, and/or techniquesdescribed herein. From a hardware perspective, system 100 may utilizeany number of commercially available servers, e.g., the IBM AS/400, theIBM RS/6000, the SUN ENTERPRISE 5500, the COMPAQ PROLIANT ML570, andthose available from UNISYS, DELL, HEWLETT-PACKARD, or the like. Suchservers may run any suitable operating system such as UNIX, LINUX, orWINDOWS, and may employ any suitable number of microprocessor devices,e.g., the PENTIUM family of processors by INTEL or the processor devicescommercially available from ADVANCED MICRO DEVICES, IBM, SUNMICROSYSTEMS, or MOTOROLA.

[0023] The server processors communicate with system memory (e.g., asuitable amount of random access memory), and an appropriate amount ofstorage or “permanent” memory. The permanent memory may include one ormore hard disks, floppy disks, CD-ROM, DVD-ROM, magnetic tape, removablemedia, solid state memory devices, or combinations thereof. Inaccordance with known techniques, the operating system programs and anyserver application programs reside in the permanent memory and portionsthereof may be loaded into the system memory during operation. Inaccordance with the practices of persons skilled in the art of computerprogramming, the present invention is described below with reference tosymbolic representations of operations that may be performed by one ormore servers associated with video game system 100. Such operations aresometimes referred to as being computer-executed. It will be appreciatedthat operations that are symbolically represented include themanipulation by the various microprocessor devices of electrical signalsrepresenting data bits at memory locations in the system memory, as wellas other processing of signals. The memory locations where data bits aremaintained are physical locations that have particular electrical,magnetic, optical, or organic properties corresponding to the data bits.

[0024] When implemented in software, various elements of the presentinvention are essentially the code segments that perform the varioustasks. The program or code segments can be stored in aprocessor-readable medium or transmitted by a computer data signalembodied in a carrier wave over a transmission medium or communicationpath. The “processor-readable medium” or “machine-readable medium” mayinclude any medium that can store or transfer information. Examples ofthe processor-readable medium include an electronic circuit, asemiconductor memory device, a ROM, a flash memory, an erasable ROM(EROM), a floppy diskette, a CD-ROM, an optical disk, a hard disk, afiber optic medium, a radio frequency (RF) link, or the like. Thecomputer data signal may include any signal that can propagate over atransmission medium such as electronic network channels, optical fibers,air, electromagnetic paths, or RF links. The code segments may bedownloaded via computer networks such as the Internet, an intranet, aLAN, or the like.

[0025] As used herein, a “user device” or a “presentation device” is anydevice or combination of devices capable of providing information to anend user of video game system 100. For example, a presentation device102 may be a personal computer, a television monitor, an Internet-readyconsole, a wireless telephone, a personal digital assistant (PDA), ahome appliance, a component in an automobile, a video game console, orthe like. Presentation devices 102 are preferably configured inconventional ways known to those skilled in the art. In addition,presentation devices 102 may be suitably configured to function inaccordance with certain aspects of the present invention, as describedin more detail herein. For example, any number of known video gameconsoles (some of which may need to be modified for compliance withsystem 100) can be used in the context of system 100, including, withoutlimitation, PLAYSTATION by SONY, DREAMCAST by SEGA, and X-BOX byMICROSOFT. For the sake of clarity and brevity, conventional andwell-known aspects of presentation devices 102 are not described indetail herein.

[0026] In the preferred embodiment, video game system 100 is capable ofsupporting a plurality of different presentation devices 102 (operatedby any number of end users) in a simultaneous manner. In practice, asingle end user may utilize a plurality of presentation devices 102 inconjunction with system 100. For example, a person may use a desktopcomputer at the office, a portable laptop computer while traveling,and/or a video game console at home. System 100 is capable of supportingthe integrated use of such multiple devices in a manner that enables theuser to access service site 104 and utilize the features of the presentinvention via the different presentation devices 102. In addition,system 100 is preferably configured to support a plurality of end users,each of which may have personal data or individual preferences anddisplay settings associated therewith. Such user-specificcharacteristics may be suitably stored in databases 108 and managed bysystem 100.

[0027] In accordance with one preferred embodiment, presentation devices102 communicate with service site 104 via a network 114, e.g., a localarea network (LAN) a wide area network (WAN), or the Internet. Inaddition, one or more presentation devices 102 can be arranged as a LAN,a WAN, or other network (as identified by reference number 116). Itshould be appreciated that the present invention need not utilizenetwork 114, e.g., any number of presentation devices 102 can beconnected directly to service site 104. In the preferred embodiment,network 114 is the Internet and each of the individual presentationdevices 102 is configured to establish connectivity with the Internetusing conventional application programs and conventional datacommunication protocols. For example, each presentation device 102preferably includes a web browser application such as NETSCAPE NAVIGATORor INTERNET EXPLORER and each presentation device 102 may be connectedto the Internet via an internet service provider (ISP) (not shown inFIG. 1).

[0028] In a practical embodiment, presentation devices 102 and servicesite 104 are connected to network 114 through various communicationlinks 118. As used herein, a “communication link” may refer to themedium or channel of communication, in addition to the protocol used tocarry out communication over the link. In general, a communication linkmay include, but is not limited to, a telephone line, a modemconnection, an Internet connection, an Integrated Services DigitalNetwork (ISDN) connection, an Asynchronous Transfer Mode (ATM)connection, a frame relay connection, an Ethernet connection, a coaxialconnection, a fiber optic connection, satellite connections (e.g.,Digital Satellite Services), wireless connections, radio frequency (RF)connections, electromagnetic links, two-way paging connections, andcombinations thereof.

[0029] Communication links 118 may be suitably configured in accordancewith the particular communication technologies and/or data transmissionprotocols associated with the given presentation device 102. Forexample, a communication link 118 may utilize broadband datatransmission techniques, the TCP/IP suite of protocols, the wirelessapplication protocol (WAP), hypertext markup language (HTML), extensiblemarkup language (XML), or a combination thereof. Communication links 118may be established for continuous communication and data updating or forintermittent communication, depending upon the infrastructure.

[0030] As mentioned above, the various system servers preferablycommunicate with one or more databases 108. A given database 108 may bemaintained at service site 104 or maintained by a third party externalto the overall architecture of video game system 100. Databases 108 arepreferably configured to communicate with the system servers inaccordance with known techniques. In a practical embodiment, databases108 may be realized as conventional SQL databases, e.g., ORACLE-baseddatabases.

[0031] The databases 108 preferably contain some or all of the followingdata (without limitation): end user profiles; end user preferences;digenome data, e.g., digenetic information, current state of physicalconditioning, current emotional state, current cognitive state,cognitive parameters, age, current attained levels of performance,performance capabilities, current appearance characteristics, and thelike; historical training and competition data; and any otherinformation necessary to carry out the techniques of the presentinvention as described herein. The end user profiles may include names,email addresses, account information, and mailing addresses.

[0032] In a practical application, video game system 100 may communicatewith any number of commerce verification sites 120. Such verificationsites 120 may be desirable to enable system 100 to accept online creditcard payments, electronic fund transfers, and other forms of remotepayments. Verification sites 120 may be maintained by the entityresponsible for maintaining video game system 100 or by a third party.

[0033] Video game system 100 may be deployed in a manner that allowspartnering with any number of sponsors. For example, a corporate orprivate entity may sponsor competitions between game characters,specific competition venues maintained by video game system 100, ortraining facilities maintained by video game system 100. In an Internetimplementation, such sponsors may maintain corresponding sponsor websites 121 and any number of web sites maintained by service site 104 mayinclude links to sponsor web sites 121.

[0034] As described in more detail below, the preferred embodiment ofvideo game system 100 performs the majority of the game processing atservice site 104. Presentation devices 102 allow the end users to:access the server-based game environment; provide system inputs,controls, requests, and instructions related to the game programs;receive emails and/or other messages generated by system 100 or by otherend users; receive media files, information, or data associated withvarious game playing scenarios; process competition or training results;and create animation graphics associated with competitions and trainingsessions. Although not a requirement of the present invention, eachpresentation device 102 preferably includes a viewer 122, which may berealized as a locally resident software program application. Viewer 122may be a separate executable program or a graphics application that runsin conjunction with a web browser (or other application program)installed on the presentation device 102. In a practical application, anend user can download viewer 122 directly from service site 104 vianetwork 110.

[0035] Viewer 122 is suitably configured to enable an end user to accessand view the gaming environment maintained on game servers 106. Inaccordance with one practical embodiment, viewer 122 includes advancedthree-dimensional graphics and rendering capabilities, multimediadrivers, scripting elements, animation elements, multimedia programminginterfaces, three-dimensional graphics drivers, three-dimensional sounddrivers, streaming data libraries, other programming libraries,interfaces to multiple input devices, and/or other features that enhancethe end user's game playing experience. For example, viewer 122 mayemploy known techniques and applications such as DirectX, Flash, andother commercially available products. In addition, viewer 122 may besuitably configured to allow the end user to create or design a digitalidentity or avatar that represents the “online” presence of the enduser. Viewer 122 may project the end user's avatar into the gamingenvironment as the end user moves about and watches events as theyoccur.

[0036] Using viewer 122, the perpetual universe maintained and updatedby game servers 106 can be displayed as a three-dimensional world havinga dynamic environment. The viewer 122 preferably allows the end user tochange his viewpoint while interacting in the perpetual universe. Forexample, viewer 122 may support various “camera” angles and perspectivessuch as: from behind the avatar (i.e., “third person” view); from theperspective of the avatar (i.e., “first person” view); a circlingcamera; a camera floating above the avatar; from a selected digenome'sview; from the perspective of a referee or umpire; security cameras;selected fixed camera viewpoints; and other viewpoints depending uponthe particular system.

[0037] An alternate embodiment of video game system 100 need not employviewer 122. For example, a presentation device 102 without viewer 122may rely on the graphics and display capabilities of a web browserapplication and/or other applications resident on the presentationdevice 102 itself. In such an embodiment, advanced graphics features maynot be fully supported.

[0038] Game Server Architecture

[0039]FIG. 2 is a schematic representation of a game server architecture200 suitable for use in video game system 100. Game servers 106 mayemploy game server architecture 200 (or portions thereof). As describedabove, the various functional components shown in FIG. 2 may be realizedby any number of software program modules resident on any number ofsuitable computing or processing devices. In a practical embodiment, thesoftware elements shown in FIG. 2 (and possibly other softwareapplications and elements) are executed by one or more servers to carryout the various processes described herein. The functional aspects ofthese software components are described in more detail below.

[0040] Game server architecture 200 preferably includes at least oneperpetual universe server 202 and at least one simulation engine 204operatively coupled to perpetual universe server 202. Video game system100 can utilize any number of simulation engines 204, e.g., onesimulation engine for each gaming environment or genre. Of course, thenumber of simulation engines 204 can vary from system to systemdepending upon the number of end users, the processing capacity ofservice site 104, and other practical considerations. Game serverarchitecture 200 may also include one or more processing engines (alsoreferred to herein as Solomon engines) 206 operatively coupled tosimulation engine 204. Briefly, perpetual universe server 202 maintainsthe general gaming environment of video game system 100. Simulationengine 204 generates competition or activity results for one or moredigenomes, based on the capabilities and characteristics of thedigenomes. Solomon engine 206 may be employed to determine the outcomeof a competition or activity, based on the capabilities andcharacteristics of the digenomes. In turn, simulation engine 204receives the outcome determined by Solomon engine 206 and creates asuitable animation script file for that competition or activity.

[0041] Perpetual universe server 202 comprises one or more softwareprograms and/or modules that serve as the foundation for video gamesystem 100. Perpetual universe server 202 is preferably configured tocommunicate with the other software components of system 100. Perpetualuniverse server 202 is also configured to process system data generatedby service site 104, end user data generated by presentation devices102, and/or other information managed by system 100. Briefly, perpetualuniverse server 202 may include or support, without limitation, thefollowing features: a number of gaming environments 208; end userinteraction 210; digenome character training 212; digenome characterbirth, breeding, and gene therapy 214; and the scheduling of digenomecompetitions or training sessions.

[0042] The Perpetual Universe and Gaming Environments

[0043] Perpetual universe server 202 may function to operate, maintain,monitor, and update the rendered virtual world, game environments,active digenomes, and/or end user avatars at all times. The perpetualuniverse server 202 may be suitably configured to processthree-dimensional wire frame geometry and locations of thethree-dimensional elements within the perpetual universe. Perpetualuniverse server 202 may also track the movement of all dynamic objects,digenomes, and avatars in the perpetual universe. In the preferredembodiment, perpetual universe server 202 need not process, generate, orrender any graphics; the presentation devices 102 handle the graphicsrendering corresponding to any number of animation files or scriptsreceived from perpetual universe server 202.

[0044] Perpetual universe server 202 is preferably configured tomaintain and update (periodically, aperiodically, or continuously) anynumber of gaming environments 208 supported by system 100. As usedherein, a “gaming environment” is the game-playing world generated andmaintained by system 100. For example, the perpetual universe mayinclude any number of thematic environments having different locationsthat combine to simulate a virtual world or a theme park setting. Inparticular, one theme location may emulate ancient Rome where gladiatordigenomes can live and compete. Another theme location may emulatemedieval England where knight digenomes can live and compete. Theserver-based nature of system 100 facilitates growth and modification ofsuch thematic environments and the addition of new thematic environmentsas necessary to support additional users.

[0045] In one practical embodiment, the end users can view and interactwith the gaming environment in the context of their online personaand/or in the context of their digenomes. A gaming environment mayinclude any suitable content generated by system 100 for rendering onthe presentation devices. System 100 preferably updates the gamingenvironment with the current positions, actions, and/or status of thedigenomes and avatars in a substantially real-time manner. Perpetualuniverse server 202 may track the movements of end user avatars suchthat the end users can view the current locations of opposing avatarswithin the perpetual universe. This feature can spark communicationbetween users when they notice certain end user avatars frequentlyvisiting favorite areas, allowing the users to engage a chat ormessaging session with end users that they otherwise may not know.

[0046] Video game system 100 may support any number of different gamingenvironments 208 associated with any number of game genres. For example,one gaming environment may be suitably designed to support battlesbetween digenomes that represent tanks. Another gaming environment maybe alternatively configured to support competitions between digenomesthat represent boxers or wrestlers. Yet another gaming environment maybe designed to support races between digenomes that representautomobiles, airplanes, boats, skateboarders, or the like. In thisrespect, the context of the game genre may dictate the manner in whichsystem 100 represents each specific gaming environment 208; a givengaming environment 208 may include any number of genre-specificfeatures.

[0047] In the preferred practical embodiment, the various gamingenvironments 208 are “perpetual” or “persistent” in nature because videogame system 100 sustains any number of computer-generated oruser-controlled digenomes in a substantially autonomous and ongoingmanner. Indeed, video game system 100 may stage competitions betweencomputer-controlled digenomes independent of any end user interaction.In addition, system 100 may stage a competition that involves an enduser's digenome without the knowledge of that end user (unless system100 allows the end user to prohibit such “offline” competitions). Inthis respect, the gaming environment or perpetual universe need not (andpreferably does not) remain static during inactive periods. Rather, thegaming environment 208 and/or the game characters are preferablydesigned to evolve and change even without any input or feedback fromthe end users.

[0048] Perpetual universe server 202 is preferably configured to managethe triggering of events and the passing of data between variouscomponents of video game system 100. For example, perpetual universeserver 202 may include or communicate with a scheduler 215 thatregulates the processing and timing of competitions and trainingsessions. In this regard, scheduler 215 preferably communicates withSolomon engine 206 and/or simulation engine 204. Perpetual universeserver 202 may utilize scheduler 215 to regulate: the transfer ofdigenome data, digenetic data, and/or game data to Solomon engine 206 orsimulation engine 204; the processing of results files and animationscript files (described below); and when animation script files orresults files are transmitted to (or rendered by) the presentationdevices 102.

[0049] In a preferred embodiment, perpetual universe server 202 need notgenerate any graphics elements for rendering on the presentation devices102. Rather, it can update the positional information for the digenomeswithin the gaming environment in response to the actions of thedigenomes, while leaving the graphics rendering to other components ofvideo game system 100. Perpetual universe server 202 may be suitablyconfigured to receive information related to the competition and/ortraining events simulated by video game system 100. For example,precomputed results and statistics may be communicated to perpetualuniverse server 202 from simulation engine 204.

[0050] Perpetual universe server 202 may also provide features relatedto end user interaction 210. For example, server 202 may allow end usersto communicate with each other via messages, chat rooms, bulletinboards, or the like. Server 202 may also allow end users to: postcompetition challenges; arrange tournaments; view historical competitionresults; watch competitions between other digenomes; buy, sell, andtrade, digenomes; promote competitions; and engage in any other form ofcommunication with other end users, the system administrator, sponsors,or the like. As described above in connection with element 112, servicesite 104 is preferably configured to support a number of conventionalmessaging, email, and other communication tools.

[0051] Digenomes

[0052] The digenomes or game characters maintained by video game system100 may be associated with a number of traits related to physical,emotional, cognitive, and other performance capabilities andcharacteristics. In a typical embodiment, each digenome within a givengenre (e.g., tanks, robots, gladiators, race cars, boxers, or martialartists) is initially created with the same number and types of traits.However, a single genre may include or support two or more differenttypes of digenomes, thus resulting in a different number of traits forthat genre. Briefly, in the preferred embodiment of the presentinvention, each trait is defined or prescribed by a number of simulatedor digitally represented “proteins” and each protein is defined by anumber of simulated or digitally represented “genes” (in an attempt toemulate natural genetics). The computer-simulated digenetic code,structure, or pattern of a digenome is maintained throughout its lifeunless otherwise altered via digenetic therapy or digenetic mutationduring the life of the digenome. The preferred embodiment of system 100places boundaries and limitations on the emotional, cognitive, physical,and performance capabilities of each digenome, based on its digenetics.

[0053]FIG. 3 is a diagram of an example model for the genetic structureof a digenome character 300. As mentioned briefly above, each digenomehas a number of traits 302 associated with the digenome's capabilities,characteristics, and functionality. In a practical embodiment, thenumber and type of traits 302 will depend upon the digenome genre, thedigenome features, and other factors related to the particular gameenvironment. For example, a tank digenome may be associated with thefollowing (and any number of other) traits: its half-maximum speed; itsfull speed; deceleration time from half-speed to a complete stop; itsammunition capacity; its fuel capacity; its maximum firing range; itsfiring frequency; and the like. In addition, the set of traits for atank digenome may differ from the set of traits for a warrior digenome,which may include, without limitation: its strength; its speed; its age;its defensive capabilities; its offensive capabilities; its cognitivestate, which may affect its decision making process; its visual acuity;its height; its weight; its emotional state, which may affect whetherits fighting nature is aggressive or conservative; and the like.

[0054] The number of traits may be dictated by the desired amount ofrealism or randomness, the number or type of conditions or situationsexperienced by the digenome during training or competition, and/or thenumber or type of decisions executed by the digenome (or by video gamesystem 100) during training or competition. When faced with a processingdecision for a given digenome, system 100 analyzes a number of thedigenome traits to determine how best to proceed. The precise number oftraits associated with a specific decision may depend upon variousfactors such as the game conditions, the situational context, the typeof decision, and other game parameters. As illustrated in FIG. 3, agiven digenome may have any number (N) of traits that determine thecapabilities and characteristics of that digenome. For example, in onepractical embodiment, each tank digenome is defined by the same 31traits (the relative quality, character, impact, or weight of therespective traits can vary from digenome to digenome).

[0055] In a practical embodiment, a trait may be directly related to thedigenetics of the digenome character. For example, the maximumattainable speed, the maximum strength, and the visual acuity of adigenome are traits that are prescribed by the digenetics. These traitsmay be referred to as digenetic-based traits. Other traits (e.g., theamount of fuel remaining, the number of rounds remaining, whether thedigenome is in possession of protective gear, the age of the digenome;and the like) may either be remotely related to or completelyindependent of the digenetic structure. These traits may be referred toas external traits or game parameter traits. Notably, one trait orcharacteristic may be linked to, related to, or otherwise have someeffect on any number of other traits. For example, the age of a digenomemay have an impact on a number of physical traits such as speed,strength, stamina, and balance. As the digenome ages, its physicalperformance (as dictated by such physical traits) may begin to declineafter reaching a peak potential at a specific age, which may be uniqueto that digenome.

[0056] Video game system 100 maintains and processes the digenetic-basedtraits in a manner that emulates nature. For example, a digenetic-basedtrait such as maximum strength may vary among the population ofdigenomes that share that trait. As in nature, the digenetic-based traithas an average statistical value, level, amount, or other quantifiablecharacteristic (in a practical application, system 100 may represent atrait in any convenient manner, e.g., as a number within a definedrange). In addition, the digenetic-based trait exhibits random (orpseudorandom) variations with respect to each individual digenome. Thus,some digenomes will have above average characteristics for that traitand some digenomes will have below average characteristics for thattrait. In accordance with one preferred aspect of the present invention,any given digenetic-based trait can be suitably designed, distributed,and maintained by system 100 such that it follows a particulardistribution function across the digenome population. Although anysuitable distribution function can be modeled, system 100 preferablyutilizes the Gaussian (or “bell curve”) distribution function to emulatea natural distribution for certain traits. Alternatively, the traits maybe modeled according to any of the following distribution functions:bipolar, Gamma, Rayleigh, exponential, or cumulative. It should beappreciated that digenetic-based traits may follow any suitabledistribution function and that the present invention is not limited toany of the example distributions described herein.

[0057] As described above, each digenome character 300 can be defined bya number of traits 302. In the preferred embodiment, each trait 302 isin turn defined by an arbitrary number (M) of proteins 304 (inaccordance with one practical embodiment, each trait 302 is governed bysix proteins 304). Video game system 100 may represent a protein in anysuitable manner. In one example embodiment, each protein is defined by anumber within a predetermined range. For example, a protein thatdetermines, in part, the speed of a tank digenome might range from twoto four units of distance per unit of time. In this respect, the numberor quantity represented by a protein may vary according to theparticular digenome genre or the trait prescribed by that protein. Thequantity or number representing a particular trait is generated byprocessing the respective M proteins 304 with a suitable algorithm orformula. In this respect, each trait 302 is derived from a number ofproteins 304.

[0058] In accordance with the preferred embodiment of the presentinvention, video game system 100 designates each protein of a trait aseither a primary protein, a secondary protein, or a tertiary protein. Ofcourse, digenome character 300 may utilize any number of protein tiersor hierarchies and the present invention is not limited to primary,secondary, and tertiary proteins. In the example system describedherein, each trait 302 comprises one primary protein, two secondaryproteins, and three tertiary proteins. The primary protein has the mostimpact on the trait, the secondary proteins have an intermediate impacton the trait, and the tertiary proteins have the least impact on thetrait. Arbitrary weighting factors may be applied to distinguish theprotein tiers. The example embodiment uses the following primary,secondary, and tertiary weighting factors for the six proteins: 0.7(primary); 0.1 (secondary); 0.1 (secondary); 0.05 (tertiary); 0.03(tertiary); and 0.02 (tertiary). Notably, all of the weighting factorsfor a given “tier” (i.e., primary, secondary, or tertiary) need not beequal. A suitable trait generation algorithm using these weightingfactors is set forth below, where T represents a value corresponding tothe given trait and P represents the value of the different proteins:

T=0.7(P1)+0.1(P2)+0.1(P3)+0.05(P4)+0.03(P5)+0.02(P6)

[0059] It should be appreciated that a practical embodiment may employdifferent trait generation formulas and that this example is notintended to limit the scope or application of the present invention inany way.

[0060] A particular protein 304 may be used to derive any number oftraits 302. In other words, a trait 302 need not be based on proteins304 that are specific or unique to that trait 302. Furthermore, aparticular protein 304 may be a primary protein for purposes of onetrait, a secondary protein for purposes of a second trait, and/or atertiary protein for purposes of a third trait. This flexible nature ofthe protein structure and hierarchy adds randomness and naturalcharacteristics to the digenome character 300.

[0061] As depicted in FIG. 3, each protein 304 for digenome character300 is defined by an arbitrary number (X) of genes 306. As with traits302 and proteins 304, video game system 100 may represent a gene in anysuitable manner (in a practical embodiment, each gene 306 is defined bya number within a predetermined range). In addition, a particular gene306 may be used to affect more than one protein 304. System 100 maygenerate genes 306 according to any suitable methodology, protocol, oralgorithm. In turn, proteins 304 are derived from the genes 306 using asuitable algorithm or formula. The gene creation algorithm and/or theprotein generation algorithm may be designed to produce any suitabledistribution function for the genes or the proteins.

[0062] In the preferred practical embodiment, two genes 306 are used toderive each protein 304, and each gene 306 is defined by a random numberbetween zero and one. In accordance with one practical embodiment, videogame system 100 creates genes 306 using a digital random numbergenerator having substantially uniform distribution characteristics. Inaddition, the example embodiment employs a protein generation algorithmthat results in a Gaussian distribution function for the proteins 304.Accordingly, system 100 is capable of creating new digenome characters300 in a substantially random manner by generating the genes 306 with adigital random number generator, deriving proteins 304 from the genes306, and deriving traits 302 from the proteins 304. The specifichierarchical relationship between genes 306, proteins 304, and traits302 may also be determined randomly in accordance with the variousalgorithms and formulas described above. As shown in FIG. 2, game serverarchitecture 200 preferably includes a program element (block 214) thatcontrols the creation or birth of digenomes. This aspect of game serverarchitecture 200 may be related to the digenetic processing describedabove, e.g., the random number generator, the protein generationalgorithm, and the trait generation algorithm.

[0063] The digenetic structure for digenome character 300 may beextended indefinitely to incorporate any number of hierarchical levels,digenetic relationships, and/or digenetic elements. As used herein, a“digenetic element” is any unit, quantity, value, or parameter thataffects or prescribes the characteristics of a digenome. In the contextof the example described herein, each trait, protein, and gene is adigenetic element. The flexible nature of the digenetic pattern isrepresented by the ellipses in FIG. 3. Although not a requirement ofvideo game system 100, the preferred embodiment models nature byassigning (at least initially) the same number of genes, proteins, andtraits to each digenome type. System 100 may also be configured toaccommodate digenetic mutations and modifications that result indigenetic inconsistencies among a digenome species.

[0064] In the preferred embodiment, each digenome includes a uniquedigenetic structure that ultimately dictates the physical, emotional,cognitive (and possibly other) characteristics and capabilities of thedigenome. As found in nature, the unique digenetic structure of adigenome remains constant throughout its life (unless otherwise alteredby mutation or digenetic gene therapy). Video game system 100 (and gameservers 106 in particular) may create any number of digenomes, store thedigenome data in database 108, and arbitrarily assign the digenomes toend users in connection with an initialization or registration process.Of course, game server 106 may create and save a population of digenomesfor distribution as needed or it may create each digenome on demand.System 100 need not make any digenetic information available to the endusers; the preferred embodiment keeps the digenetic information secureso that the end users cannot rely on the digenetic pattern to select orbreed digenomes.

[0065] As mentioned previously, the digenetics of a digenome establishbaseline characteristics for the development of that digenome'sphysical, cognitive, and performance capabilities. In other words, thedigenome's potential (from a game-playing perspective) is predeterminedby its digenetic structure. Thus, although the end user can develop thedigenome's capabilities through training, learning, experience, andcompetition, the digenetics may place limits on such development.Notably, some digenetic-based traits, characteristics, or capabilitiesmay be “fixed” or otherwise unaffected during the digenome's life. Forexample, the fuel capacity of a tank digenome may be a fixedcharacteristic and the natural vision of a knight digenome may beunaffected by training and exercise (although the vision may bepositively affected by corrective lenses or negatively affected bycombat).

[0066]FIG. 4 is a graph showing an example developmental curve 400 for aperformance trait (such as leg strength, speed, firing accuracy, or thelike) associated with a video game character. Using digenetics asdescribed above, video game system 100 can generate such baseline curvesto govern the developmental limits of any number of digenome traits. Itshould be appreciated that developmental curve 400, and its generalsigmoid characteristic, is merely one example that may be used by videogame system 100. In practice, video game system 100 may utilize anynumber of developmental functions having different shapes andcharacteristics, depending upon the respective trait and the digeneticstructure.

[0067] During competition and training, decisions, actions, movements,and responses of a digenome are preferably dictated by the current gameconditions, game parameters, its traits, its current state of physical,emotional, cognitive, and performance development, and other factors.Accordingly, the conduct of the digenomes, the results of training, theeffect of experience, and the results of competition are impacted by,responsive to, or based on the digenetics. Training, learning, andpositive experiences may increase the performance level, while injuries,unfavorable competition results, and lack of training may decrease theperformance level. However, the fundamental characteristics ofdevelopmental curve 400 preferably remain fixed during the life of thegame character, as mandated by its digenetics. Similarly, the digeneticstructure of a digenome is not normally affected by training, learning,or competition.

[0068] Digenome Evolution

[0069] As described above, a digenome's performance level can progressor regress in response to any number of events, conditions, or stimuligenerated by video game system 100. In addition, system 100 is suitablyconfigured to simulate digenome evolution through breeding, cloning,mutation, experimentation, and/or gene therapy. In this context, system100 may allow end users to selectively mate digenomes (whethercomputer-owned or user-owned) in an attempt to generate digenomeoffspring having enhanced traits. In the preferred embodiment, thedigenetic pattern of an offspring digenome is based on the digenetics ofat least one of its parents. In addition, system 100 is preferablydesigned to disregard any parental characteristics or capabilities thathave been developed through training, competition, or experience becausesuch performance levels are not carried by the parental digenetics.

[0070] Perpetual universe server 202 may be suitably configured toprovide breeding information, digenome capabilities data, competitionresults, and other data to end users looking to create offspringdigenomes (see block 214 in FIG. 2). This feature can stimulate end userinterest in the long-term role-playing aspect of the video game system100, and well-developed digenomes can become valuable to gamers. From acommercial viewpoint, the system administrator can charge breeding feesto end users who desire to create offspring.

[0071] In operation, video game system 100 may enable an end user tomate his digenome with any number of computer-maintained digenomesand/or with any number of other end user digenomes. System 100 mayprovide, via gaming environment 208, any number of features that enableend users to locate suitable digenomes for breeding. In addition, acommercial embodiment of system 100 may charge breeding fees, requestadditional registration information, and obtain authenticationinformation before creating offspring digenomes.

[0072]FIG. 5 is a flow diagram of a digenome breeding process 500 thatmay be performed by video game system 100. Although not required by thepresent invention, process 500 assumes that each parent digenome has thesame number of genes, proteins, and traits. In other words, each parentdigenome is of the same genre or species. Of course, system 100 may besuitably configured to allow cross breeding between two or moredifferent digenome types. System 100 is capable of generating offspringfrom any number of parents, e.g., a traditional mating of two parentdigenomes, mating two instances of the same digenome, or creating anoffspring from more than two parents.

[0073] The breeding process 500 begins with an identification of thedigenome parents. Game server 106 then obtains the digenetic data forthe parent digenomes by interrogating database 108 (task 502). Videogame system 100 preferably creates digenome offspring by processing thedigenetic data of at least one of the parent digenomes. In this manner,the digenetic characteristics of one or more of the parents impact thedigenetics of the offspring. The digenetic data can be processed in anysuitable manner using any number of algorithms, formulas, or protocols.For example, FIG. 5 depicts three techniques that can be utilized bysystem 100: discrete recombination 504; averaging 506; and variation508.

[0074] Briefly, the discrete recombination technique 504 combines thegenes from the parent digenomes to create the set of genes for theoffspring digenome. For example, the technique may identify a genenumber, position, or memory location (task 510). Then, one of the parentdigenomes is randomly selected and the selected parent's genecorresponding to the current number or position is used in the digeneticpattern of the offspring (task 512). If more unselected genes remain(query task 514), then tasks 510 and 512 are repeated. If all of theoffspring genes have been selected, then query task 514 exits. Inaccordance with this technique, each offspring gene is effectivelycopied from one of the parents. Of course, the recombination technique504 need not select the offspring genes on an individual basis, and anysuitable combination scheme may be employed. For example, therecombination technique 504 can select a group of genes (e.g., genenumbers 1 to 20) from the first parent and a second group of genes(e.g., gene numbers 21 to 40) from the second parent.

[0075] The averaging technique 506 averages or otherwise processes theparental genes to generate the offspring's genes. For example, theaveraging technique 506 may identify a gene number, position, or memorylocation (task 516) and retrieve the corresponding gene values from atleast one of the parents (task 518). The gene values from the parentdigenomes are processed by a suitable algorithm or formula to calculatethe gene for the offspring digenome (task 520). In accordance with thepractical embodiment described herein, each gene is represented by anumber within a specific range. Consequently, the processing algorithmis suitably designed to generate offspring gene values within the samerange. For example, the algorithm may generate a simple average value ofthe parent genes, a weighted average, any intermediate value, or a valuethat is higher or lower than either of the parent gene values. Thespecific algorithm employed by averaging technique 506 may vary fromsystem to system. Tasks 518 and 520 are preferably repeated until all ofthe offspring's genes have been calculated (see query task 522). Inaccordance with this technique, each offspring gene is derived from oneor more of the parent genes.

[0076] The variation technique 508 selects a gene from a parentdigenome, alters or preserves its value, and copies it for use in theoffspring digenetic pattern. As in the other techniques, the variationtechnique 508 may identify a gene number, position, or memory location(task 524) and retrieve the corresponding gene value from one of theparents (task 526). The gene selection performed in task 526 may berandom or it may follow a particular algorithm, pattern, or formula. Thegene value selected in task 526 is either preserved or varied accordingto any suitable algorithm or formula (task 528). For example, inaccordance with one example algorithm, the selected gene value is eitherincreased or decreased by a specified percentage. In accordance withanother example embodiment, the processing carried out during task 528includes a random component that introduces uncertainty into thedigenome breeding process 500. Tasks 526 and 528 are preferably repeateduntil all of the offspring's genes have been calculated (see query task530). In accordance with this technique, each offspring gene is derivedfrom a corresponding gene taken from one of the parents.

[0077] The example techniques described above are not intended torestrict or otherwise limit the scope of the present invention. Indeed,a practical embodiment of the present invention may combine aspects fromone or more of these digenetic breeding techniques. In addition, thespecific algorithms, formulas, and protocols utilized during digenomebreeding process 500 may vary from system to system, depending upon thedesired evolutionary and “hereditary” characteristics.

[0078] Eventually, digenome breeding process 500 calculates and savesthe individual gene values for the complete digenetic code of theoffspring digenome. Thereafter, process 500 constructs, calculates, orotherwise derives the proteins from the gene values (task 532). Asdescribed above in connection with the creation of the digenetic patternfor a new digenome, the preferred practical embodiment derives eachprotein from two genes. Next, process 500 constructs, calculates, orotherwise derives the digenome traits from the protein values (task534). As described above, the preferred embodiment assigns one primary,two secondary, and three tertiary proteins to each trait.

[0079] Following task 534, digenome breeding process 500 is able toprovide video game system 100 with the digenetic data for the offspringcharacter. In this respect, process 500 may “create” the offspringdigenome by saving its digenetic data (along with a suitable identifier)and by updating database 108 to reflect the presence of the new digenome(task 536). In addition, process 500 may update any number of historicalrecords to reflect the ancestry of the offspring digenome. Furthermore,process 500 preferably updates the end user records maintained by system100 to reflect the ownership of the offspring digenome.

[0080] Video game system 100 can be configured to support digenomecloning. In practice, digenome cloning can be performed easily bycopying the digenetic code from an existing digenome for use with a newdigenome. Depending upon the particular system, any number ofnondigenetic aspects of a digenome (such as physical appearance, learnedexperience levels, or physical conditioning) may also be carried forwardto the clone. Of course, system 100 can be flexibly designed such thatsystem administrators can prohibit or otherwise regulate cloning by endusers.

[0081] Video game system 100 may also support digenome mutations and/ordigenetic therapy. Digenetic mutation may be defined as an abnormalchange to the digenetic structure of a digenome resulting in thecreation of a new character or trait not found in the parentaldigenetics. Such mutation may occur as a result of breeding, in responseto events occurring in the game environment (e.g., accidents), as aresult of digenetic therapy, or in connection with any number ofconditions or events controlled by system 100. System 100 preferablyhandles digenetic mutations in a random manner; the types of mutations,the severity of the mutations, and/or the frequency of mutation can begenerated randomly. Of course, the types of mutations may depend on theparticular system and the digenome genre. For example, digeneticmutations may result in: extraordinary strength; additional or unusualphysical features; enhanced or degraded vision; altered cognitivecapacities; or the like.

[0082] In a practical embodiment, digenetic mutations can be processedin any suitable fashion. For example, mutations may be generated at thegene level, at the protein level, and/or at the trait level. The detailsrelated to the creation and processing of such mutations may depend uponthe complexity of the digenetics and the complexity of the relationshipsbetween genes, proteins, and traits. Digenetic mutations may be passedon to subsequent generations (with or without attenuation) or restrictedto a single digenome.

[0083] Video game system 100 may also make any number of digenetictherapies available to the end users. For example, if an end user isunhappy with the performance of his or her digenome, it may be possibleto mutate, upgrade, or otherwise modify the digenetic pattern, traits,and/or characteristics that define the digenome. As shown in block 214(see FIG. 2), perpetual universe server 202 may generate any suitabledigenetic therapy option or menu for the end users. Perpetual universeserver 202 can be designed with any number of features to enable the enduser to research the character's digenetic code and attempt to modifyone or more traits by altering the code. In a commercial embodiment, thesystem administrator can charge fees for such digenetic therapy.

[0084] Digenetic therapy may be available during digenome breeding andduring the life of an existing digenome. The amount of digenetic therapyand the specific types of traits and characteristics susceptible todigenetic therapy may vary from system to system, according to theparticular game environment, and/or according to the digenome genre.

[0085] In a practical embodiment, digenetic therapy can be processed inany suitable fashion. Like mutations, digenetic therapy may affect thedigenetics at the gene, protein, and/or trait level. For example, asimple digenetic therapy may simply boost the digenome's performancepotential for a particular physical trait, while a complex digenetictherapy may require the alteration of individual gene values. Thedetails related to the processing of digenetic therapies may depend uponthe complexity of the digenetics and the complexity of the relationshipsbetween genes, proteins and traits. The affect of digenetic therapy maybe passed on to subsequent generations (with or without attenuation) orrestricted to a single digenome.

[0086] Game Playing Overview and Example Gaming Scenarios

[0087]FIG. 6 is a flow diagram of an example video game process 600 thatmay be generally followed in the context of a practical implementationof video game system 100. A practical deployment of video game system100 allows end users to access the game playing environment via theInternet. Consequently, the administrator of system 100 may provideonline end user registration via a web site maintained by service site104 (in a commercial embodiment, the system administrator may chargesubscription fees for general access to the system 100). In accordancewith known methodologies, system 100 assigns a username and password toeach end user. In this manner, system 100 can provide secure networkaccess to the end users (task 602) and otherwise regulate remote accessto the game environment and the digenomes. Of course, system 100 mayutilize any number of known authentication or security techniques inconnection with end user access.

[0088] In the preferred practical embodiment, each end user creates apersona and graphical representation of himself (i.e., an avatar) forpurposes of online communication and interaction with other end users(task 604). As described above, system 100 is preferably configured tosupport end user communication using any suitable communicationtechnique, e.g., email, online messaging, audio/video files, and thelike. The avatars (or a list of names) may be displayed for viewing byall online end users. The end user's avatar can be made to travel withinthe game environments, traverse the perpetual universe, schedulecompetitions with other end users, engage in precompetition banter andpropaganda, research historical training and competition resultsinvolving other digenomes, buy, sell, and trade items related to anynumber of gaming environments (e.g., weapons, food, protective gear,door keys, vehicles, ammunition, insurance, or fuel), view trainingsessions and competitions involving other digenomes, and perform anynumber of actions related to the gaming experience offered by system100.

[0089] During the registration process (or thereafter), one or more gamecharacters or digenomes are selected by the end user or assigned to theend user (in a commercial embodiment, the system administrator maycharge a registration or ownership fee for each digenome). In accordancewith a server-based implementation, the digenomes are created by gameserver 106 and stored in databases 108 (task 606); digenomes may beindividually created by video game system 100 immediately following auser request or in a batch fashion prior to a user request. Thepreferred embodiment allows an end user to request a new digenome or anoffspring digenome. Alternate embodiments may also support cloning,mutation, or digenetic therapy (as described above) in connection withthe creation of a digenome.

[0090] In the preferred network embodiment, end users are merely givenaccess rights to their respective digenomes. Alternate embodiments ofthe present invention can distribute digenome files to end users in theform of a portable storage media such as floppy disks, magnetic tapedevices, smart card components, or the like. If such portable versionsof the digenome files are made available, additional security measures(such as data encryption) may be employed by video game system 100 topreserve the secrecy and integrity of the digenetic information.

[0091] Once a digenome is created, it preferably “lives” in one or moregaming environments maintained by video game system 100. In thepreferred embodiment, the end user can remotely control the conduct andinteraction of his digenomes by traversing the system web site in anappropriate manner. System 100 may monitor, maintain, regulate, control,and update the general status of all active digenomes, i.e., digenomesthat have been assigned to an end user and digenomes that arecomputer-owned. In this respect, video game process 600 may beassociated with any number of administrative functions (generallyrepresented by task 608). As used herein, such administrative functionsmay include, without limitation, any number of the following: monitoringthe online status and account accessibility of end users; monitoring thelocation of avatars and digenomes within the perpetual universe and thevarious gaming environments; providing a competition scheduler; updatinghistorical competition and training statistics; maintaining interactiveelements within the perpetual universe and the gaming environments;maintaining an end user chat room or an end user messaging system;providing training research and competition scouting capabilities to theend users; monitoring the injury status of the digenomes; qualifying orauthorizing digenomes for participation in activities according todifferent criteria; and making past training sessions and pastcompetitions available for viewing by end users.

[0092] While traversing the perpetual universe with his digenome or withhis avatar, an end user can acquire enhancements or improvements such asadditional food, weapons, training manuals, equipment, ammunition, fuel,or the like. For example, the perpetual universe may include arepresentation of a city having stores, libraries, restaurants, supplyshops, treatment centers, offices, and the like. Video game system 100preferably makes these interactive elements accessible to the end user'savatar or digenome. In a commercial embodiment, the system administratorcan charge fees for access to such places and/or fees for items acquiredby the end user. Alternatively, the purchase of enhancements may beintegrated into the gaming environments such that digenomes and avatarsare able to collect currency by winning competitions or in connectionwith other aspects of the game playing scenario. If the end userrequests an enhancement (query task 610), then video game system 100 maybe prompted to update databases 108 in a suitable manner (task 612).

[0093] In the preferred embodiment, databases 108 are generally updatedto reflect any changes that impact the digenomes' ability to survive,compete, progress, or perform in the context of the respective gamingenvironment. Consequently, databases 108 are preferably updated toreflect any modifications to the digenome's physical, emotional, orcognitive capabilities and to reflect any changes to the digenome'sequipment inventory. Although the acquisition of enhancements willtypically improve the performance of the digenome in many areas, suchacquisition need not always result in improved performance in allcategories. For example, the purchase of a larger sword or protectivearmor may increase the digenome's offensive or defensive capabilities atthe expense of slower reaction times and less stamina resulting from theadditional weight of the objects. Regardless of the ultimate results,databases 108 are suitably updated such that the graphical rendering ofthe digenome and the results of training sessions and competitions canbe properly simulated.

[0094] Video game system 100 may include a gene therapy option (querytask 614), which allows an end user to attempt to enhance his or herdigenome by modifying its digenetics. Such digenetic therapy isdescribed in detail above. If digenetic therapy is performed, thendatabases 108 will be updated to reflect the altered digenetic codeand/or any resulting changes in the digenome's physical, cognitive, orperformance characteristics (task 616). Databases 108 may also beupdated to indicate that the digenome has received digenetic treatment,thus providing notice to other end users.

[0095] In accordance with one preferred aspect of video game system 100,end users can train and exercise their digenomes while in the gamingenvironment. In this respect, perpetual universe server 202 may alsoinclude a character training component or element 212 (see FIG. 2).Character training element 212 can be suitably designed to provide anynumber of physical and/or cognitive training environments to thedigenomes. In effect, training element 212 provides a no-risk or alow-risk opportunity for an end user to learn the capabilities of thedigenome and to develop the digenome's cognitive acuity and physicalskills without having to engage in actual combat or competition. In onepreferred embodiment, training element 212 enables a digenome to achievea relatively high level of performance by practicing, sparring,exercising, preparing, and/or learning. In the preferred embodiment, thepeak level of cognitive and physical performance for a digenome islimited or otherwise dictated by its digenetic code.

[0096] If an end user decides to train his digenome (query task 618),then video game system 100 performs a suitable training process 619. Ina practical embodiment, the respective presentation device may generateand send a suitable training or activity request to game servers 106.During process 619, the digenome may be exposed to any number ofphysical or cognitive exercises, practice competitions, drills, or thelike. In response to a training session, the cognitive and/or physicalcapabilities of the digenome may be enhanced, hindered, or keptconstant. The details of an exemplary training process are describedbelow.

[0097] The foundation of video game system 100 is its ability to stagecompetitions between different digenomes. Accordingly, video gameprocess 600 gives end users the option to participate in any number ofcompetitions related to different game genres. If an end user decides toenter his digenome in a competition (query task 620), then video gamesystem 100 performs an appropriate competition process 622. Therespective presentation device may transmit a suitable competition oractivity request to game servers 106 to initiate the competition. Theparticular competition or activity format may vary depending upon thegame environment, the game genre, the digenome genre, the currentperformance capabilities of the digenome, and/or other game parameters.It should be appreciated that a competition or activity need not involveother digenomes. Furthermore, a competition or activity may involve anynumber of user-owned digenomes and/or any number of computer-owneddigenomes. An exemplary competition process is described in detailbelow.

[0098] If the end user is not ready to compete his digenome, then videogame process 600 may be re-entered at any suitable point. For example,in a practical embodiment, process 600 (or portions thereof) isperformed such that video game system can respond immediately to any enduser command or request. As mentioned above, a digenome can be made toparticipate in training exercises and to compete against digenomes ownedby other end users and/or computer-generated digenomes. In addition, anend user may be given other options, e.g., the option to acquiredigenome enhancements or game playing necessaries and the option toperform digenetic therapy. Of course, a particular system can besuitably customized to provide any number of interactive options andgame features to the end users; the present invention is not limited tothe example options and features described herein.

[0099] Digenome Competition

[0100] Video game system 100 can process digenome competitions in anumber of different ways. For example, in one preferred embodiment,competitions are generated by game server 106 without the need forreal-time control by an end user. In other words, system 100 need not beconfigured as a user-controlled (or “twitch”) game that generatesresults that are dependent upon immediate feedback or input from the enduser. In this embodiment, game server 106 may generate a suitablyformatted file that can be accessed remotely by the end user, downloadedor transferred to the end user, or otherwise made available to the enduser. As described in more detail below, a preferred embodimentprocesses “generic” data that are transmitted to the end userpresentation device for subsequent processing and graphics rendering. Analternate embodiment of system 100 allows at least some interactive enduser participation in the competition experience.

[0101]FIG. 7 is a flow diagram of a “precomputed” game charactercompetition process 700 that may be performed by video game system 100.Process 700 is suitable for use in connection with competition process622 (see FIG. 6). In accordance with one practical embodiment of system100, digenome competitions are conducted without any user feedback orcontrol during the competitions. In other words, the actions of the enduser's digenome, the result of each digenome action, and the outcome ofthe competition are not controlled by the end user. In this respect, theresults of the competition and the manner in which the competition willbe graphically displayed to the end users are precomputed by system 100.Such an embodiment may be desirable to eliminate or reduce unwantedlatency effects or other limitations related to communication channelbandwidth, the quality of network service, presentation devicecapabilities, and the like. Process 700 represents this type ofcompetition scenario. In a practical embodiment, competition process 700may be performed by one or more elements associated with game server106. Accordingly, for the sake of illustration, process 700 will bedescribed herein with reference to game server architecture 200 (seeFIG. 2).

[0102] Competition process 700 begins by retrieving the digenetic dataand the current digenome data for each of the digenomes participating inthe competition (task 702). In accordance with the example embodimentdescribed herein, these data are retrieved from database 108. Thedigenetic and digenome data are shown in FIG. 2 (identified by referencenumber 216). In this context, the digenetic data includes datarepresenting the traits, characteristics, and tendencies of thedigenomes. The digenetic data retrieved during task 702 may also includeother data related to the digenetic structure, e.g., informationassociated with the proteins and/or genes. In contrast to the digeneticdata, the digenome data includes data representing any number ofvariables, statistics, parameters, quantities, and/or other informationthat may impact the results of the competition or how the competition issimulated. For example, such digenome data preferably includes datarelated to: the digenomes' current physical, emotional, cognitiveemotional states; the appearance of the digenomes; the digenomes'current performance levels; the status and inventory of equipment,weapons, fuel, food, clothing, or other items available to thedigenomes; dynamic objects associated with the digenomes; and the like.

[0103] Competition process 700 may also retrieve game data 218 from,e.g., database 108 (task 704). In this context, game data 218 refers toany parameters, conditions, restrictions, limitations, or otherinformation associated with the current game environment, where suchinformation may have an impact on the outcome or determination of thecompetition. For example, game data 218 may include: the location andcharacteristics of environmental conditions; the availability andcharacteristics of interactive objects, e.g., weapons, food, orclothing; the presence and characteristics of buildings and otherobstructions; and data related to dynamic objects included in the gameenvironment.

[0104] As shown in FIG. 2, the game data 218 and the digenetic/digenomedata 216 are suitably provided to Solomon engine 206. As describedbriefly above, Solomon engine 206 is utilized to determine the outcomeand/or results of the competition based on the digenetics and digenomedata 216 and the game data 218 (task 706). In other words, Solomonengine 206 processes the current game parameters, the digenetics of thegame characters, the physical, emotional, and cognitive traits,characteristics, and tendencies of the game characters, and otherdigenome data, and divines the outcome of the competition. In addition,Solomon engine 206 determines how the ultimate outcome is reached andhow the competition affects each participating digenome, i.e., itdetermines the progression of the competition from beginning to end.

[0105] Solomon engine 206 may employ any number of techniques todetermine the results of individual events and the ultimate outcome ofthe competition. In accordance with a simplified embodiment, Solomonengine 206 may be programmed with a number of predetermined decisionsfor specific conditions; such decisions dictate the results of thecompetition. Alternatively, the decisions made by Solomon engine 206 maybe governed by various artificial intelligence methodologies, decisionalgorithms, fuzzy logic, or the like.

[0106] In accordance with the preferred embodiment, video game system100 utilizes neural network technologies, decision algorithms, and thedigenetic characteristics of the competing digenomes during competitionprocess 700. This aspect of the present invention enables the digenomesto learn continuously from competition experience. In this respect, thecapabilities and learning capacity of any given digenome aresubstantially open-ended (subject to any limitations resulting from thedigenetics of the digenome). For example, before making a decision onbehalf of a digenome, Solomon engine 206 may analyze and process anumber of relevant game conditions, a number of relevant digenometraits, and other factors. In contrast to a conventional artificialintelligence technique where the outcome for each decision ispreprogrammed, Solomon engine 206 preferably analyzes one or moredigenome traits or characteristics, which may vary during the life ofthe digenome.

[0107] In one practical embodiment, a neural network (or any suitabledecision algorithm) makes each decision on behalf of a digenome.Briefly, an exemplary neural network includes a plurality ofinterconnected nodes, processing elements, units, or neurons, eachhaving a weighted impact on the ultimate decision. In a typical gamingscenario, specific game conditions, game parameters, and/or digenomedata components are entered into the neural network for each decision.The neural network generates the result of each decision based upon theentered data and based upon the current weighting factors associatedwith the various nodes. Thus, the end result for a given digenomedecision, action, movement, or activity may be determined in response togame data 218 and digenetic/digenome data 216. In addition, the variousweighting factors associated with the neural networks are preferablyupdated during the life of the digenome. The updating of the neuralnetworks (and/or the updating of the decision algorithm) result in theevolutionary growth and learning of the digenomes.

[0108] In the preferred practical embodiment, Solomon engine 206 iscapable of processing and determining each individual move, decision,action, reaction, and response of the digenomes. The number and types ofindividual computations and movements processed by Solomon engine 206may vary depending on the specific system, game genre, competitionscenario, or the like. Eventually, Solomon engine 206 generates aresults file that represents the outcome of the competition (task 706).The results file may simply contain general information related to thecompetition, e.g., the results of individual movements, the overallresults, and the type and severity of injuries sustained by thedigenomes.

[0109] Simulation engine 204 processes the results file created bySolomon engine 206 in a suitable manner to generate an animation scriptfile (task 708). Generally, simulation engine 204 generates a story lineor event stream corresponding to the results file. In a practicalembodiment, simulation engine 204 creates the frame-by-frame movement ofthe “bones” and “joints” of each digenome. The animation script file mayalso be responsive to the digenome data. For example, the animationscript may vary according to the digenomes' injury status, the equipmentutilized by the digenomes, and other features that affect the ultimatedepiction of the competition. In the preferred embodiment, simulationengine 204 is configured to create the animation script file using a“generic” indexing format. The generic format ensures compatibility withany number of different presentation devices 102.

[0110] In a practical embodiment, the animation script file includesframe-by-frame stream of motion control points used to render thebackground, dynamic objects, and digenome characters that are thesubject of the currently displayed environment. Other animation data mayinclude triggered events, such as explosions, specialized animations,sound effects, flashing lights, special graphics effects, and the like.The animation script file is preferably encrypted so that the end usercannot easily modify the data. Even if an end user were successful inmodifying the animation script file, such modification would not changeor alter the corresponding data generated previously and stored by thegame servers.

[0111] The system preferably separates the processing of the resultsfile from the processing of the animation scripts to allow bothprocesses to run as individual tasks and/or on distinct hardware devicesto obtain additional processing speed. Such an arrangement allows thesystem to handle a large number of end users simultaneously. Inaddition, the use of the intermediate results file is desirable becauseSolomon engine 206 need not be aware of the graphics that are ultimatelyrendered during presentation to the end user or of the graphicaltextures that are used to render the appearance of the digenomecharacters. Rather, Solomon engine 206 processes the geometry and“boned” structure of the digenomes to determine which external surfacesmake contact during competition, training, and character interaction.The simulation engine 204 may be aware of the graphics to be rendered onthe presentation device or viewer 122, but it need not perform anyinternal graphical rendering. Rather, simulation engine 204 preferablycreates an animation data stream referring to animation frames,key-frames, selected background and character geometry, textures, andthe associated locations for processing by the presentation device.

[0112] The animation script data may include (or be associated with)timing information related to the synchronization, starting, andstopping of the corresponding animation graphics rendered at thepresentation devices 102. For example, the animation script data mayinclude timing markers (or data packets that include time stamps) thatindicate when the graphics are to be rendered. The timing markers andtime stamps can be used to control the local playback of the animationgraphics. Thus, a plurality of end users may experience a competition atsubstantially the same time even though the results of the competitionmay have been precomputed by game servers 106.

[0113] In accordance with one practical embodiment, service site 104transmits the animation script file to the appropriate presentationdevices 102 (task 710). The animation script file can be transferred tothe end user via email, direct download, in the form of a floppy disc orother portable data storage media, or the like. In the preferredInternet embodiment, the animation script file is streamed from gameservers 106 to the respective presentation devices 102 using datapackets. The presentation device receives the animation script file andstores the file in a local cache memory element (task 712). In thismanner, the presentation device 102 need not attempt to simultaneouslyreceive and render the animation script file. Ultimately, the caching ofthe animation script file can eliminate undesirable web-packet delaysand traditional Internet-related transmission delays.

[0114] In response to the animation script file, the presentation device102 generates a suitable animation graphics file formatted forpresentation by the particular presentation device 102 (task 714). Thegeneric nature of the animation script file allows each individualpresentation device 102 to create the animation graphics file based onits current graphics rendering capabilities, display element resolution,processing capacity, and other restrictions or limitations of thepresentation device 102. Thus, the animation script file containsinformation related to the desired content of the animation and theindividual presentation device 102 determines how best to render theanimation in light of its particular display and playback capabilities.As described above, the presentation of the animation graphics may beregulated or controlled by a number of timing markers contained in theanimation script file.

[0115] As mentioned above, system administrators may allow individuals,companies, or entities to sponsor competitions, promote competitions,promote digenomes, and/or sponsor digenome teams. In a commercialembodiment, sponsors can pay fees in exchange for advertising rights,trademark and brand exposure, web site links, and other forms ofexposure in the system web site, the perpetual universe, and the gamingenvironments. For example, competitions and competition venues may beassociated with a sponsor's name or logo, which may be identified inconnection with historical competition records, rendered in connectionwith the competition animation file, or displayed on billboards orsignage within the perpetual universe. Consequently, the competitionanimation file can be suitably designed to include any number ofgraphics elements (e.g., clothing items, equipment, vehicles, orpackaging) that include trademarks, logos, or company names.

[0116] Depending upon the specific embodiment, the animation graphicsfile may be generated and played immediately, or it may be generated andstored by the presentation device 102 for offline playback to the enduser. In an alternate embodiment of video game system 100, game server106 creates the animation graphics files and makes them available forviewing by presentation devices 102. In other words, presentationdevices 102 need not play an active role in the creation of theanimation graphics files. In such an embodiment, the animation graphicsfiles may be accessed remotely and viewed by the end users over network114 or they may be downloaded to the presentation devices 102 in anyconventional video file format.

[0117] Once task 706 is completed (and preferably after the end usershave viewed the animation file), competition process 700 generates andsaves competition records associated with the current competition (task716). In this context, a competition record may include data related to:the date and time of the competition; the digenomes involved in thecompetition; the game environment or virtual location where thecompetition was staged; the winner or winners of the competition; theresults of the competition; the current win/loss records of thecompetitors; an identification of the respective end users or avatars;and other information or statistics suitable for inclusion in ahistorical results database. The historical competition data can be madeavailable to end users via an appropriate feature in the perpetualuniverse.

[0118] Once task 706 is completed (and preferably after the end usershave viewed the results animation file), competition process 700 updatesdatabase 108 to reflect any changes to the digenome data and other gameparameters (task 718). For example, any of the following items may bemodified in response to a competition: the experience levels of thedigenomes; the cognitive or physical performance capabilities of thedigenomes; the injury status of the digenomes; the current state of gameparameters such as ammunition, food, fuel, equipment inventories, andthe like; the appearance characteristics of the digenomes; the age ofthe digenomes; and the weighting factors utilized by any neuralnetworks. The improvement or degradation in digenome performance levelsmay be governed by predetermined increments. Alternatively, suchimprovement or degradation may be determined dynamically or calculatedin response to the competition results.

[0119] In accordance with the preferred embodiment, the physicalappearance of a digenome may be updated throughout its life to reflectits current physical conditioning, injuries, accumulated equipment, andthe like. For example, video game system 100 can alter the musculatureof a digenome to reflect physical exercise or training. In addition,injuries (e.g., cuts, bruises, scars, broken bones), their current stateof healing, and any visible effects of such injuries can be updatedcontinuously for display rendering. In this respect, system 100 adds ameasure of realism to the perpetual nature of the gaming environment.

[0120] The constant updating of database 108 enables video game system100 to simulate learning, growth, and digenome development in arealistic manner. Video game system 100 may implement differentsynchronization techniques to ensure that competition records and/ordigenome data are updated in an appropriate time frame. For example, itmay be desirable to delay such updating for a number of days or untileach end user has viewed the results of the competition.

[0121] An alternate embodiment of video game system 100 is capable ofprocessing competitions in which one or more digenomes are controlled byend users. In practice, the controlling end user will be interactingwith the game server 106 in a substantially real-time manner. In such anembodiment, Solomon engine 206 need not be deployed. The dashed lines inFIG. 2 represent functional relationships associated with a game serverarchitecture 200 according to this alternate embodiment, and FIG. 8 is aflow diagram of an exemplary competition process 800 that may beperformed by this alternate embodiment.

[0122] Competition process 800 begins by retrieving the digenetic dataand digenome data for the game characters participating in thecompetition (task 802). Process 800 also retrieves the current game datafrom database 108 (task 804). Tasks 802 and 804 are equivalent to tasks702 and 704, respectively (see above description of competition process700). Process 800 accommodates user interaction by receiving end usercontrol data 220 from presentation devices 102 (task 806). The end usercontrol data 220 may be suitably formatted and transmitted to servicesite 104 using any number of conventional data communication techniquesknown to those skilled in the art. The end user control data 220 may begenerated by any user interface or data entry device, e.g., a keyboard,a mouse, a joystick, a trackball, a touchscreen, a pointer, a voicerecognition interface, or the like. The end user control data 220 mayrepresent any actions, commands, or movements of the digenome in thegame environment.

[0123] The digenetic data, digenome data, and end user control dataserve as inputs to simulation engine 204. In response to such inputdata, simulation engine 204 determines the capabilities of each digenomeand generates each moment-to-moment decision and movement of thedigenomes based on the digenetics 216, the history of training andcompetition experience, and evolutionary abilities of the digenomes. Inlieu of Solomon engine 206, simulation engine 204 is suitably configuredto receive the data necessary to compute each movement, action,reaction, and response (physical, emotional, and cognitive) of thecompeting digenomes. In this manner, simulation engine 204 eventuallygenerates the results and outcome of the competition.

[0124] Competition process 800 preferably causes simulation engine 204to generate an animation script element for the current action,movement, scene, or frame of the competition (task 808). In thepreferred embodiment, the animation script element is formatted in auniversal or generic manner. Task 808 determines the outcome of thecurrent move or action using the techniques described above inconnection with tasks 706 and 708. However, task 808 need not generatethe entire animation script for the entire competition. Rather, task 808may be limited to the generation of a small excerpt or clip of thecompetition. The duration of each animation script element and theprocessing frequency may vary depending upon the complexity of the gamescenario, the number of actively participating end users, and/or theamount of digenome control given to the end users.

[0125] A task 810 may be performed to transmit the current animationscript element to the presentation devices 102 (task 810 is equivalentto task 710 described above). In response to each animation scriptelement, the presentation device 102 generates an animation graphicsclip or element for playback to the end user (task 812). The equivalentcreation of an animation graphics file from an animation script file isdescribed above in connection with task 714. Accordingly, the end useris able to participate in the competition and experience the results ina substantially real-time manner. In a preferred practical embodiment,the individual animation graphics clips are generated seamlessly suchthat the end user perceives the competition results as if it were acontinuous event.

[0126] If the competition has not ended (query task 814), thencompetition process 800 may be re-entered at task 802. Thus, game server106 can receive updated digenome data, updated game data, and/oradditional end user control data generated in response to the currentstate of the game environment. Notably, the digenome data may be updatedrapidly to simulate digenome development that occurs during thecompetition itself. Thus, tasks 808, 810, and 812 can be repeated togenerate any number of animation script elements, transfer the animationscript elements to the presentation devices, and create thecorresponding animation file elements.

[0127] If query task 814 determines that the competition has ended, thenprocess 800 generates and saves competition records associated with theevent (task 816) and updates database 108 to reflect any changes to thedigenome data (task 818). Tasks 816 and 818 are equivalent to tasks 714and 716 (described above).

[0128] Digenome Training

[0129]FIG. 9 is a flow diagram of an example game character trainingprocess 900 that may be utilized by video game system 100 (see element619 in FIG. 6). As described above, process 900 is preferably performedin response to an end user request to train at least one digenome. Forthe sake of convenience, process 900 is directed to the training of asingle digenome. However, a practical embodiment of video game system100 may be suitably configured to accommodate the simultaneous trainingof any number of digenomes. Video game system 100 may provide differenttraining modes (e.g., physical exercise, mental preparation, mockcompetitions, or sparring) depending upon the game genre and digenometype. By interacting with the perpetual universe, the end user may begiven the option to select a specific form of training, contact sparringpartners, schedule mock competitions, and the like. As described above,system administrators can generate revenue from a practical embodimentof system 100 by allowing companies or entities to “sponsor” trainingsessions, post advertisements in exercise rooms, or promote specificdigenomes.

[0130] Training process 900 may begin by retrieving (from, e.g.,database 108) the digenetic data and/or the digenome data for thedigenome participating in the training session (task 902). Task 902 issimilar to task 702 described above in connection with the digenomecompetition process 700. During task 902, process 900 may retrievedigenome data related to the digenome's current state of physical andcognitive development, the digenome's developmental growth potential asdictated by its digenetics (described above in connection with FIG. 4),equipment and supplies available to the digenome, and the like. In thisrespect, video game system 100 may be suitably configured such that task902 selectively retrieves data relevant to the digenome's training.

[0131] Video game system 100 can process digenome training in differentways. For example, system 100 may perform training in an autonomousmanner without end user participation. On the other hand, system 100 mayallow the end user to remotely control his digenome, via network 114,during training process 900. Both of these options rely on processingcarried out by game server 106. In yet another practical embodiment, endusers may be authorized to perform offline digenome training atpresentation devices 102. In such an embodiment, the presentation device102 (or another device or system maintained by the end user) processesthe digenome training in an offline manner. Although not a requirementof the present invention, system 100 may be suitably configured toprovide the different training options to the end users. Thus, process900 contemplates both server-based and offline training scenarios.

[0132] If the training process 900 utilizes the server-based technique(see query task 904), then a task 906 is prompted. The generalserver-based technique illustrated in FIG. 9 can apply to both auser-controlled training session and a training session that is fullycontrolled by video game system 100. During task 906, game server 106determines the training results by analyzing and processing theappropriate digenetic, digenome, game, and/or training environment data.Task 906 may utilize the same techniques described above in connectionwith the competition processes (see the description of tasks 706 and808). However, in the context of a training activity, the results may begoverned by any number of qualifying parameters. For example, incontrast to an actual competition, the results of a training competitionor battle may be generated in response to certain damage control, riskreduction, or other protective measures. In conjunction with task 906,game server 106 generates a suitable animation script file or a numberof animation script elements (task 908). Task 908 may utilize the sametechniques described above in connection with the competition processes(see the description of tasks 708 and 808).

[0133] The animation script file (or file elements) is eventuallytransmitted to the respective presentation device 102, which generatesand presents a suitable animation graphics file (task 910). Task 910 mayutilize the same techniques described above in connection with tasks 714and 812. As mentioned above, the animation graphics file may include anynumber of visual indicia or elements associated with sponsors oradvertisers. In addition, the animation file may include any number ofelements that distinguish the training environment from the competitionenvironment, e.g., different clothing and equipment. Depending upon thespecific embodiment, the results of the training session can be viewedby the end user in a substantially real-time online manner or at anyconvenient online or offline time.

[0134] Following the completion of the training session, game server 106preferably generates a training record (task 912) for the given trainingsession. The training record may include, without limitation, datarelated to one or more of the following: the date and time of thetraining session; the identities of the participating digenomes; thetraining environment or virtual location of the training session; thewinner or winners of any mock competition; the results of the trainingsession; an identification of the respective end users or avatars; andother information or statistics suitable for inclusion in a historicaltraining database. Eventually, the training record is saved (in, e.g.,database 108) such that the historical data can be made available to theend users via an appropriate feature in the perpetual universe (task914). Task 914 is similar to tasks 716 and 816 (described above inconnection with the competition processes).

[0135] Once the training session is completed, training process 900updates database 108 to reflect any changes to the digenome data andother game parameters (task 916). Such database updating is described indetail above in connection with tasks 718 and 818.

[0136] If the user-controlled technique is selected, then service site104 may be instructed to transmit digenetic data, digenome data, gamedata, and/or training environment data to the end user's presentationdevice 102 (task 918). Video game system 100 may employ data encryptionor other security measures to preserve the integrity of the transmitteddata and to ensure that the end user does not alter digenetic code. Oncethe relevant data have been received by presentation device 102, thedigenome training will be simulated in an independent manner (task 920).Accordingly, presentation device 102 may be further configured togenerate training results and create suitable animation files associatedwith the training session (as described above in connection with thecompetition processes). In this respect, presentation device 102 mayinclude any number of software modules devoted to the trainingsimulation. In a preferred embodiment, such offline processing allowsthe end user to control his digenome and otherwise participate in thetraining session in a mode that is free from network latency and remoteprocessing issues.

[0137] Once the presentation device 102 has simulated the trainingsession 102, it may generate and render the animation graphics for theend user (task 922). Thereafter, the presentation device 102 cangenerate a training record (task 924) as described above in connectionwith task 912. Eventually, the training record and/or any data relatedto the training results is transmitted back to game server 106 (task926). In a practical embodiment, task 926 can be performed automaticallythe next time the end user logs onto the Internet or the system website. Alternatively, task 926 may require user action in response to aspecific command or request generated by video game system 100. Afterthe training record is transmitted back to service site 104, tasks 914and 916 are performed (as described above) to save the training recordin database 108 and to otherwise update database 108 to reflect anychanges to the digenome data.

[0138] The offline training techniques and processes described above mayalso be applied in the context of offline competitions. In this manner,an end user may engage in an offline competition with acomputer-generated digenome and/or another end user's digenome andupload the results back to the game servers. In such a scenario, thegame system may implement additional security, encryption,authentication, and/or certification procedures to ensure that theintegrity and validity of the game data and digenome data are notcompromised.

[0139] It should be appreciated that video game system 100 need notalways generate animation files for the training sessions. Indeed,system 100 may be configured to merely process the training results,modify the digenome data in response to the training, and provide asuitable notification to the participating end users. In this manner, anend user can simply schedule a training session that is automaticallycarried out by system 100 without any further involvement by the enduser.

[0140] Alternate Applications for Digenomes

[0141] Digenomes may also be employed in more traditional video gamecontexts, in other entertainment applications, in an advertising ormarketing capacity, and in other applications. The fundamental digeneticnature of the digenomes and their evolutionary characteristics make themsuitable for use in any system or application that utilizes charactersdriven by artificial intelligence. For example, digenomes can beutilized in a traditional video game application having no networkingcapabilities; an evolutionary digenome can replace a preprogrammed videogame character (whether or not that character is controlled by the user)that reacts in a predictable way in response to certain conditions.Digenetic game or role playing characters can be deployed in any numberof exclusively server-based applications, e.g., virtual pets, simulatedsocieties, or any hosted game environment. Furthermore, digenomes canreplace traditional computer opponents in computer games such as chess,checkers, backgammon, poker, or the like.

[0142] Digenomes may also be employed in an advertising or marketingcontext. For example, a digenome may be used as a “spokesperson” that iscapable of evolving to better promote a certain product or service. Thedigenome's characteristics and behavior can be made responsive toconsumer feedback and reactions. In this manner, the behavior of adigenome can be optimized according to the preferences, likes, anddislikes of a particular market segment. The promotional digenome mayrespond to direct feedback (e.g., responses to specific questions) or toindirect feedback (e.g., consumer profiling). Once a set of suitablecharacteristics has been determined, the digenome's behavior may befixed or further developed on an ongoing basis.

[0143] The present invention has been described above with reference topreferred embodiments. However, those skilled in the art having readthis disclosure will recognize that changes and modifications may bemade to the preferred embodiments without departing from the scope ofthe present invention. These and other changes or modifications areintended to be included within the scope of the present invention, asexpressed in the following claims.

What is claimed is:
 1. A video game character for use in a video game,said video game character comprising: a computer-simulated genetic(“digenetic”) structure; a number of computer-simulated performancecapabilities prescribed by said digenetic structure, said performancecapabilities contributing to activity results for said video game; and anumber of computer-simulated cognitive characteristics prescribed bysaid digenetic structure, said cognitive characteristics contributing toactivity results for said video game.
 2. A video game characteraccording to claim 1, wherein said digenetic structure comprises ahierarchical arrangement of a plurality of digenetic elements.
 3. Avideo game character according to claim 2, wherein said hierarchicalarrangement comprises: a plurality of first tier digenetic elementsrepresenting said number of performance capabilities and said number ofcognitive characteristics; and a plurality of second tier digeneticelements from which said first tier digenetic elements are derived.
 4. Avideo game character according to claim 3, wherein: each of said firsttier digenetic elements represents a computer-simulated trait for saidvideo game character; and each of said second tier digenetic elementsrepresents a computer-simulated protein for said video game character.5. A video game character according to claim 3, wherein each of saidfirst tier digenetic elements is derived from a like number of saidsecond tier digenetic elements.
 6. A video game character according toclaim 3, wherein said hierarchical arrangement further comprises aplurality of third tier digenetic elements from which said second tierdigenetic elements are derived.
 7. A video game character according toclaim 6, wherein: each of said first tier digenetic elements representsa computer-simulated trait for said video game character; each of saidsecond tier digenetic elements represents a computer-simulated proteinfor said video game character; and each of said third tier digeneticelements represents a computer-simulated gene for said video gamecharacter.
 8. A video game character according to claim 6, wherein eachof said second tier digenetic elements is derived from a like number ofsaid third tier digenetic elements.
 9. In a video game system, a methodfor creating and maintaining a video game character comprising the stepsof: generating a number of lower tier computer-simulated genetic(“digenetic”) elements for said video game character; deriving a numberof higher tier digenetic elements for said video game character, each ofsaid higher tier digenetic elements being derived from a number of saidlower tier digenetic elements; and generating a set of performancecapabilities and cognitive parameters for said video game character,said set of performance capabilities and cognitive parameters beingprescribed by said higher tier digenetic elements.
 10. A methodaccording to claim 9, wherein said deriving step derives said highertier digenetic elements randomly in accordance with a distributionfunction.
 11. A method according to claim 9, further comprising the stepof storing said set of performance capabilities and cognitive parametersfor use in determining a result for an activity of said video gamecharacter.
 12. A method according to claim 11, further comprising thestep of updating said set of performance capabilities and cognitiveparameters in response to said result.
 13. A method according to claim11, further comprising the steps of: storing a set of appearancecharacteristics for said video game character; and updating said set ofappearance characteristics in response to said result.
 14. A methodaccording to claim 9, wherein: each of said lower tier digeneticelements represents a computer-simulated gene for said video gamecharacter; and each of said higher tier digenetic element represents acomputer-simulated trait for said video game character.
 15. A methodaccording to claim 9, wherein each of said lower tier digenetic elementsis randomly generated.
 16. A method according to claim 15, wherein eachof said lower tier digenetic elements is generated randomly inaccordance with a uniform distribution function.
 17. A method accordingto claim 16, wherein each of said lower tier digenetic elements isgenerated randomly to represent a number between zero and one.
 18. Amethod according to claim 9, further comprising the step of deriving anumber of intermediate tier digenetic elements for said video gamecharacter, each of said intermediate tier digenetic elements beingderived from a number of said lower tier digenetic elements, whereineach of said higher tier digenetic elements are further derived from anumber of said intermediate digenetic elements.
 19. A method accordingto claim 18, wherein: each of said lower tier digenetic elementsrepresents a computer-simulated gene for said video game character; eachof said intermediate tier digenetic elements represents acomputer-simulated protein for said video game character; and each ofsaid higher tier digenetic elements represents a computer-simulatedtrait for said video game character.
 20. A method according to claim 18,wherein each of said intermediate tier digenetic elements is associatedwith a weighting factor.
 21. A method according to claim 20, whereineach of said intermediate tier digenetic elements is associated witheither a primary, a secondary, or a tertiary weighting factor.
 22. Amethod according to claim 21, wherein: each of said higher tierdigenetic elements is derived from six intermediate tier digeneticelements; and of said six intermediate tier digenetic elements, one isassociated with a primary weighting factor, two are associated with asecondary weighting factor, and three are associated with a tertiaryweighting factor.
 23. A method according to claim 9, wherein: saiddigenetic elements represent a digenetic structure for said video gamecharacter; and said digenetic structure prescribes a number ofdevelopmental limits for said video game character.
 24. A methodaccording to claim 23, wherein said developmental limits correspond tophysical performance levels.
 25. A method according to claim 23, whereinsaid developmental limits correspond to cognitive performance levels.26. A method for creating an offspring video game character based on atleast one existing video game character, said method comprising:obtaining a computer-simulated genetic structure for a first parentvideo game character (“first parent digenetic structure”); deriving anoffspring digenetic structure from said first parent digeneticstructure; and generating a set of performance capabilities andcognitive parameters for said offspring video game character, said setof performance capabilities and cognitive parameters being prescribed bysaid offspring digenetic structure; and storing said set of performancecapabilities and cognitive parameters for use in connection with saidoffspring video game character.
 27. A method according to claim 26,further comprising the step of obtaining a second parent digeneticstructure for a second parent video game character, wherein saidderiving step derives said offspring digenetic structure from said firstparent digenetic structure and from said second parent digeneticstructure.
 28. A method according to claim 27, wherein said derivingstep derives said offspring digenetic structure by selecting individualdigenetic elements from said first and second parent digeneticstructures.
 29. A method according to claim 27, wherein said derivingstep derives said offspring digenetic structure by calculating offspringdigenetic elements from digenetic elements selected from said first andsecond parent digenetic structures.
 30. A video game characterprocessing method comprising: creating a computer-simulated genetic(“digenetic”) structure for a video game character; storing a set ofperformance capabilities and cognitive parameters for said video gamecharacter, said set of performance capabilities and cognitive parametersbeing prescribed by said digenetic structure; simulating an activity forsaid video game character; generating an outcome of said activity, saidoutcome being responsive to said set of performance capabilities andcognitive parameters; and updating said set of performance capabilitiesand cognitive parameters in response to said outcome.
 31. A methodaccording to claim 30, wherein: said generating step utilizes a decisionalgorithm that governs decisions and actions of said video gamecharacter; said decision algorithm responds to said set of performancecapabilities and cognitive parameters; and said method further comprisesthe step of modifying said decision algorithm in response to saidoutcome.
 32. A method according to claim 30, further comprising thesteps of: storing a set of appearance characteristics for said videogame character; and updating said set of appearance characteristics inresponse to said outcome.